Crisis Point: Extinction - Hentai Metroidvania (2019 public demo available now!)

Anon42

Well-Known Member
Dec 3, 2015
123
107


Hey there, everyone! Before I go any further, sincerest apologies to everyone here who used to follow my thread on the old Fenoxo forums - after those forums went down and were moved here, I had always intended to start up a new thread and start updating here again, things just got away from me and I never actually followed through on it. For those who don't know me, I'm Anon42, lead developer of Crisis Point: Extinction. I have a long history with programming and game design - what kid doesn't want to make games, after all? Through my lifelong love and study of gaming I've grown a pretty solid foundation on design; what makes a game fun, and how to achieve that holy matrimony between art, programming, and design that leads to a truly satisfying gaming experience. Now I've decided to combine that with another passion all of us can agree on: porn.

Public-Demo-Banner2019.png

Click here to download the 2019 Crisis Point: Extinction Public Demo!
https://anon42.itch.io/crisis-point-extinction-2019-public-demo

Crisis Point: Extinction is a Hentai Metroidvania ("Hentroidvania") platformer in which you play as headstrong military soldier Alicia (pictured above) as she explores a mysterious alien planet.

Set in the not-too-distant future, mankind has finally discovered the secrets to long-distance space travel and, in their haste to explore the stars, are infected with a virus that alters the Y chromosome in developing infants, causing all children to be born female.

As Alicia, you must outwit, outshoot, and outlast the various creatures lurking on and below the planet's surface as she locates survivors and explores deep caves, ancient ruins, alien jungles, and more, all while searching for a cure to save humanity.


The gameplay of Crisis Point revolves around exploration and finding new abilities, ranging from an explosive blaster to an aerial jump. Powering yourself up will enable you to access new areas and even more powerups, but with new environments comes new threats, and throughout the adventure you'll get to see a huge variety of sexual content, from in-game sprite animated sex scenes, to high-resolution Visual Novel-esque CG sequences.

Fetishes in the game include, but are not limited to: futanari, breast expansion, light corruption, tentacles, egg laying, light cum inflation (some potentially objectionable fetishes can be toggled off)




Alraune-Blowjob.gif
Warped-Scientist-Sex.gif
Tentacle-Anal.gif
Warped-Soldier-BE-Titfuck.gif
Warped-Sentry-Duo.gif


Sexual content in Crisis Point is all consensual - those expecting Game Over Rape, as is the typical style of sexual content in action-platformers, will not find it here. During the game, the player has the ability to entice non-boss enemies for sex at any moment, which will result in one of the sprite sex scenes above, and heal the player for a small amount of health on climax. In addition to this, certain enemies and environment traps (not many right now - more to come in the future) will release spores which heighten Alicia's libido, causing her to lose control and become wildly horny. When this happens, she'll drop to her knees and begin masturbating on the spot, which will also invite any nearby enemies to come have sex with her, meaning not all H-scenes must be explicitly player-initiated. Aside from the sprite sex content, there are high-resolution Visual Novel-esque CG sequences with full voice acting and small bits of lore (like the Tentacle scene linked above) that can be accessed shortly after reaching the game's 2nd area. By capturing enemies and sending them back to base camp, Alicia is able to have sex with those enemies in an effort to learn more about them, their mating habits, and the way the planet's atmosphere is affecting the minds and behaviours of the warped military soldiers and scientists.

It's been a long time since we released a new public demo, but we're finally at a point where we're satisfied with the state of the game and ready to kick things into overdrive. With that in mind, if you have any interest in the game at all, please feel free to download the 2019 Crisis Point: Extinction public demo below and give it a go!

Click here to download the 2019 Crisis Point: Extinction Public Demo!



Once you finish playing, if you're itching for more, you can come support us on Patreon and get access to a bunch of Patron-only exclusives, like new playable demos every 2 months, a .zip containing all of our game CGs at 1080p+ resolution, a standalone gallery with all of the sprite H-scene animations, and more! I've been developing the game successfully for years using Patreon for funding, and thanks to our Patrons, I've been able to move from being a solo developer to working with a team of people to cover my weaknesses, which has improved the quality of the game dramatically. Still, because of the huge amount of assets we need, I'm currently unable to afford hiring anyone but myself full-time - with your support, we'll be one step closer to creating a team of full-time developers and not only delivering a much better product, but at a much faster pace.


PLANNED CONTENT INCLUDES:
-5 UNIQUE AREAS EACH CONTAINING:

-3 unique enemy types and a boss fight
-Original music made just for the game
-OVER 30 ORIGINAL SPRITE SEX ANIMATIONS
-At least 2 per enemy, with even more scenes throughout the story!
-OVER 15 HIGH RESOLUTION CG SEQUENCES
-Fully voice-acted, non-animated sex scenes with high resolution artwork and VN-like effects, one per enemy!
-GALLERY VIEWING MODE
-Unlock scenes by playing the game, then watch them at your leisure!
-TWO POSSIBLE ENDINGS
-The amount of sex you have determines the ending, once the game is complete!
-COLLECTIBLES AND POWERUPS GALORE
-Unlock new abilities and weapons to help you explore and fight enemies!
-Customize your blaster by choosing up to two of over a dozen modifications!

Thank you all for taking the time to read and check us out! Our goal is to make one of the best H-games out there, not only in porn content but also as a game you can enjoy even without the porn, and with your support, we're well on our way to making that happen.
-A42
 
Last edited:

TheDarkMaster

Well-Known Member
Creator
Aug 28, 2015
1,052
259
I see that the new updated public demo that has less content in it than the last version which was released over three years ago. The last version had the overgrown caves with corrupted scientists, the plant women, and breast expansion vines. The shield women are new though.

A few thoughts on the content in this version:
  • I played on normal difficulty and found the game reasonable at first, but as soon as I started getting new weapons and abilities, most of the game became trivial.
  • The exception are the boss fights, which were absolutely brutal and took several tries before I worked out movement patterns I could follow to avoid constantly getting hit.
  • The main source of difficulty is that there's too many attacks at the same time, with things flying everywhere that I cannot watch for at the same time.
  • In the worm fight, I often found I couldn't locate both gravel geysers before the enemies appeared, only one of them. It took me awhile after that to realize and spot the rocks that were hurting me even when I dodged the worms.
  • I was only able to win the worm fight by getting lucking and destroying enough of the rocks to heal while jumping between two spots I found to be relatively safe from trial and error. I could not avoid damage, so I needed to heal more than I took long enough to win.
  • For the tar fight, I cannot watch for when the floating balls are shooting at me and when a pillar is going to rise up below me at the same time. Nor can I look for paths between the falling tar on top of that. Nothing else in the game is like this bullet hell.
  • All of the attack cues for the tar fight are visual and in very local spots. If the pillar was telegraphed with a noise and there was some sort of learning period where that's the only thing you need to dodge, at least then I'd know I have to move to avoid that.
  • All these boss fights seem to focus heavily on trial and error and getting lucky to win, while the power ups you get seem to make the rest of the game really easy too quickly.
EDIT:
I glanced back at the version of the demo I downloaded last. I see that the MC has gained a lot more frames of animation since that version and the backgrounds have been improved immensely. Has most of the work since then been focused on graphical updates?

btw, why did you add in the fall through on the thin platforms if you hold the down direction when you fall into them? That's problematic if you're trying to shoot down at enemies below you, since you need to press down while in the air in order to shoot down. I feel into enemies on at least two occasions due to that.
 
Last edited:
  • Like
Reactions: Lone Wolf115

Anon42

Well-Known Member
Dec 3, 2015
123
107
I see that the new updated public demo that has less content in it than the last version which was released over three years ago. The last version had the overgrown caves with corrupted scientists, the plant women, and breast expansion vines. The shield women are new though.

"Less content" is extremely misrepresentative; sure, there's a few missing enemies because the demo ends slightly earlier, but there's SO MUCH MORE content in the early parts of the game, between cutscenes and dialogue and all the new blaster upgrades and skill trees, and for the H-content, the CG sequences that were completely absent in v0.13, the last public demo, meaning that there's far more porn content and features. Plus the new Warped Sentry enemies you mentioned, meaning there's only one less enemy than v0.13 had.

A few thoughts on the content in this version:
  • I played on normal difficulty and found the game reasonable at first, but as soon as I started getting new weapons and abilities, most of the game became trivial.
  • The exception are the boss fights, which were absolutely brutal and took several tries before I worked out movement patterns I could follow to avoid constantly getting hit.
  • The main source of difficulty is that there's too many attacks at the same time, with things flying everywhere that I cannot watch for at the same time.
  • In the worm fight, I often found I couldn't locate both gravel geysers before the enemies appeared, only one of them. It took me awhile after that to realize and spot the rocks that were hurting me even when I dodged the worms.
  • I was only able to win the worm fight by getting lucking and destroying enough of the rocks to heal while jumping between two spots I found to be relatively safe from trial and error. I could not avoid damage, so I needed to heal more than I took long enough to win.
  • For the tar fight, I cannot watch for when the floating balls are shooting at me and when a pillar is going to rise up below me at the same time. Nor can I look for paths between the falling tar on top of that. Nothing else in the game is like this bullet hell.
  • All of the attack cues for the tar fight are visual and in very local spots. If the pillar was telegraphed with a noise and there was some sort of learning period where that's the only thing you need to dodge, at least then I'd know I have to move to avoid that.
  • All these boss fights seem to focus heavily on trial and error and getting lucky to win, while the power ups you get seem to make the rest of the game really easy too quickly.

Maybe your monitor is darker than most, I'm not sure, but this is the first time I've heard of the gravel geysers being hard enough to spot that someone could only see one of them quickly enough, let alone the rocks that fly out. I know this used to be a major issue in older versions of the game, when the darkness overlay was too intense, but I made the room brighter a while back and haven't heard of issues since then. Every single pattern the first boss uses has multiple safe spots, or at least ways to avoid it safely, so I'm sorry, but the hard statement of "I could not avoid damage" doesn't mean much to me and I don't really know what to tell you; I've gotten comments from all over the spectrum in regards to our bosses, from them being too hard to being far too easy, and it often feels like a case of not being able to please everyone. Crisis Point is intended to be a somewhat challenging experience, however, and the bosses are designed in such a way that they do heavy damage, but always have ways to heal yourself mid-fight to keep yourself going, which is what it sounds like happened in your fight, so.. that's kind of intended? I'm not sure why you feel it's luck-based, though - every pattern is telegraphed, every rock has pre-determined flight paths, and every rock destroyed will always give you HP, there's no RNG involved at all aside from which attack the boss picks.

For the tar boss, the pillars that appear beneath you are on a timer that is consistent in each phase, so if you do have to stand still for some reason, it's possible to react to them by rhythm - but those tar pillars are there explicitly to encourage the player to keep moving and never stand still in that fight. Every single mechanic in the first two phases is designed to teach you to not stand still, even just shooting the boss since they're constantly moving, which is then compounded in the 3rd phase by mechanics that make it more difficult to move freely, but still requiring movement to avoid mechanics. As far as a learning period where the pillars are all you need to dodge - well, the very beginning of the fight is more or less like that. The orbs don't shoot for a while after the boss spawns, and once the orbs are destroyed there's no threat but the body of the boss and the tar pillars. As for the orbs themselves, for the first two phases you'll always know exactly where they are, as they circle the boss - that means even if you don't know exactly when their bullets are coming, you should know the exact angle they'll be coming from and be able to accomodate for that, if you're playing it safe. They have a long cooldown between shots so it's just all about picking your moments, being constantly aggressive is likely to get you hurt. Up until the final phase, more or less all of the boss's attacks can be dodged simply by continuing to move, especially if you keep distance between yourself and the boss - the projectiles and tar pillars aren't big, so you're basically always safe if you're moving, not to mention you have a dash ability that makes you briefly invincible at that stage. The 3rd phase of the tar boss is pretty brutal, I'll agree with you there, but it's far from unmanageable, especially if you've been exploring and finding upgrades. There's one particular bullet chip that absolutely SHREDS him - though it's hidden rather well - but aside from that, at that point in the game, you should be able to have at least 1 extra healthbar and the Force Overcharge ability, which I think destroy his orbs in one shot while also doing a good amount of damage to him.

I'm not sure how you were playing the game, but the bosses are also meant to reward exploration by being designed in such a way that players rushing through the game will likely have a tougher time with them, but those who have explored thoroughly and use all of the options given to them will be rewarded by being able to take them down much easier - which is not to say that the tar boss is impossible without upgrades though, far from it. I know of at least one person who's beaten it on hard mode with just the base blaster and no health or skill point upgrades, and even just someone playing through it without exploring at all will be in a much better position than that, but finding upgrades can make a big difference in how easily a boss goes down.

I will agree with you completely on one thing, there is a big gap in difficulty between the normal enemies and the boss fights. The boss fights represent the kind of challenge I WANT Crisis Point to have; the regular enemies are in general a little too easy to deal with, but at the same time, I've played Metroidvanias where each screen was designed explicitly to be difficult, and honestly they just became frustrating - with all of the backtracking Metroidvanias have, I find for myself at least that I don't want each room to be an intense test of my skill, and it's a more enjoyable experience when standard areas and exploration are more chill/moderate, with boss fights and extra challenge rooms being where the real difficulty lies. I think that philosophy has rubbed off on me with the way I design Crisis Point, and I'm sorry that it lead you to having some frustrating experiences, but I am mostly happy with the difficulty as it is, and for players that have a hard time with it, we do offer the option of difficulty levels. I want to make it possible to change difficulty in the middle of the game as well, to avoid having to replay the entire thing, though it's going to take a bit more time to implement that.

EDIT:
I glanced back at the version of the demo I downloaded last. I see that the MC has gained a lot more frames of animation since that version and the backgrounds have been improved immensely. Has most of the work since then been focused on graphical updates?

Definitely not. As I mentioned above, there's been loads of new content and polish added to the game in addition to all the visual updates, from a customizable blaster and a skill tree, to an actual fully voice-acted storyline, hentai CGs and a real voice actress for Alicia instead of a low quality pack from DLsite, revamped level designs, a completely reworked UI and an original soundtrack instead of royalty free licensed music, adding over a hundred sound effects around the game, and lots more. Loads of time has been put into every single facet of the game, reworking them and polishing them up to a much higher standard, which includes the innumerable amount of visual improvements in places like the backgrounds and animations and visual effects, as you noted. A good amount of work was also put into reworking and planning the future of the game, as well, so we have a much clearer idea of where we're headed.

btw, why did you add in the fall through on the thin platforms if you hold the down direction when you fall into them? That's problematic if you're trying to shoot down at enemies below you, since you need to press down while in the air in order to shoot down. I feel into enemies on at least two occasions due to that.

Because it's a really handy feature when you're trying to drop down quickly. There are many occasions throughout the game where you can explore a lot faster by being able to quickly drop down, and smooth, flowing exploration and movement is one of my biggest design goals - that being said, I'm not against making this a toggleable feature, as more options can only benefit players.
 
  • Like
Reactions: Lone Wolf115

TheDarkMaster

Well-Known Member
Creator
Aug 28, 2015
1,052
259
I was joking when I said the new version had less content, since there is a fair bit more to the second area this time around. I suspect the main reason you didn't include any more than you did was because the art reworks of those regions hasn't been finished yet?

It's possible that the reason I had difficulty seeing the rocks was because of running F.lux, which reduces blue light on the screen to reduce the effect of screens on your body's circadian rhythm. It's also possible that the problem was that while the game is set to fullscreen, my range of focus is too limited to look for the rock geysers in multiple places at once or my attention was weakened due to being tired. I still think that the fight relies too much on trial and error, since the way I won was just to work out two places I could move between and be safe most of the time.

Yes, the tar fight does encourage you to move around during the first two phases and it works fine for the most part there. As you said, the third phase makes it very hard to safely move around which is why I don't want to move anymore. I want to do small movements to thread the needle between enemy attacks, standing in place so I can hurt the enemies while watching them for their attack to dodge. As with the worms, there's only so many places I can look at once and everything is visually cued. Take the tentacle and soldier enemies as a comparison. The warning that the tentacles are about to attack you is a visual cue, the soldier enemies both have audio cues when they're going to attack. So to avoid both of them at the same time, I can look at the MC for the tentacle cue, while listening for the soldier to yell out their attack cue or their gunshot sound. If there were audio cues for the various attacks, or at least some of them, the player could pay attention to a lot more of the tar attacks at once.

For powerups, when I fought the tar beast I'd found 2 health parts (so not enough for a health increase, I only found two more thirds after doing the fight in areas that were previously inaccessible due to tar), and all of the weapon abilities (at least, I didn't find any more after the fight I could have gotten before). I found 5 skill points, but had opted for the health draw and ammo refund rather than the overcharge power. I mainly used the auto-aim and rapid fire combination. I am the sort of person who generally tries to find power ups and side passages, and thought I had collected everything I could. The map isn't the best for helping you figure out where items are that you have or have not found are, so it's entirely possible I did miss something and didn't know where to go back to. The Metroid maps help with this using the circle-dot system, where rooms with a powerup you haven't collected are marked with a circle and ones you have collected everything are marked with a dot.

I don't think expecting players to have to find lots of powerups to clear a boss fight is necessarily good practise. Big difficulty spikes which force the player to do a bunch of scavenger hunting can be just as frustrating as every room being a difficult challenge. Maybe it would be better to have optional harder rematch boss fights? Especially since the player captures them, it's an easy excuse to allow for rematches.
 
  • Like
Reactions: Lone Wolf115

Anon42

Well-Known Member
Dec 3, 2015
123
107
I was joking when I said the new version had less content, since there is a fair bit more to the second area this time around. I suspect the main reason you didn't include any more than you did was because the art reworks of those regions hasn't been finished yet?

Not really. The reworks for the later areas haven't been finished yet, that much is true, but it's not even a factor in the decision - there's a solid chunk of content in the public demo, plenty to get a feel for whether or not you like the game, and I don't think it's fair to us as the devs, or patrons/paying customers, to give away too much of the game for free. After the 2nd boss (and letting you continue exploring afterwards) feels like the right amount of content for a demo, to me.

It's possible that the reason I had difficulty seeing the rocks was because of running F.lux, which reduces blue light on the screen to reduce the effect of screens on your body's circadian rhythm. It's also possible that the problem was that while the game is set to fullscreen, my range of focus is too limited to look for the rock geysers in multiple places at once or my attention was weakened due to being tired. I still think that the fight relies too much on trial and error, since the way I won was just to work out two places I could move between and be safe most of the time.

I see where you're coming from, but I do still have to disagree on it being trial and error. Finding the easiest way to dodge attacks might have some trial and error to it, but honestly the same can be said of almost any game where you have more than one option for any situation - if it's completely possible to beat the first boss on your first try, which it definitely is in CP:E, then I don't think it can be said that the boss is strictly trial and error. I guess we'll just have to agree to disagree on that point though.

Yes, the tar fight does encourage you to move around during the first two phases and it works fine for the most part there. As you said, the third phase makes it very hard to safely move around which is why I don't want to move anymore. I want to do small movements to thread the needle between enemy attacks, standing in place so I can hurt the enemies while watching them for their attack to dodge. As with the worms, there's only so many places I can look at once and everything is visually cued. Take the tentacle and soldier enemies as a comparison. The warning that the tentacles are about to attack you is a visual cue, the soldier enemies both have audio cues when they're going to attack. So to avoid both of them at the same time, I can look at the MC for the tentacle cue, while listening for the soldier to yell out their attack cue or their gunshot sound. If there were audio cues for the various attacks, or at least some of them, the player could pay attention to a lot more of the tar attacks at once.

Fair enough, I appreciate the further clarification and examples. I'll definitely try to add more audio queues. With something like "giant ball of tar that has purely tar-based attacks", I'm not sure how we'll be able to differentiate sounds enough to make everything distinct, but hopefully our sound effects wizard can figure something out, because you do have a good point here.

For powerups, when I fought the tar beast I'd found 2 health parts (so not enough for a health increase, I only found two more thirds after doing the fight in areas that were previously inaccessible due to tar), and all of the weapon abilities (at least, I didn't find any more after the fight I could have gotten before). I found 5 skill points, but had opted for the health draw and ammo refund rather than the overcharge power. I mainly used the auto-aim and rapid fire combination. I am the sort of person who generally tries to find power ups and side passages, and thought I had collected everything I could. The map isn't the best for helping you figure out where items are that you have or have not found are, so it's entirely possible I did miss something and didn't know where to go back to. The Metroid maps help with this using the circle-dot system, where rooms with a powerup you haven't collected are marked with a circle and ones you have collected everything are marked with a dot.

I know for certain you can get at least 1 full health upgrade before the 2nd boss. Some of the hidden items are pretty well-hidden, often behind fake walls that always have some sort of visual cue, though some of them might be more subtle than they should be, that's something I'm still tweaking. I didn't want to rip off Metroid any more than I already have, so I already have my own solution for map completion planned - first with the custom map notes that you can leave, allowing you to mark where you found things if you want, and also with another upgrade that will be implemented later. It's an understandable complaint, but hopefully it will reassure you a bit that I do have plans to help with it.

I don't think expecting players to have to find lots of powerups to clear a boss fight is necessarily good practise. Big difficulty spikes which force the player to do a bunch of scavenger hunting can be just as frustrating as every room being a difficult challenge. Maybe it would be better to have optional harder rematch boss fights? Especially since the player captures them, it's an easy excuse to allow for rematches.

That's one I'm going to have to hard disagree on, sorry. I would agree with you in any other genre, but Crisis Point is a Metroidvania - the main point of these types of games is to explore. It's why, after getting the Wire Shot, I don't give the player direct information about where to go next. Up until that point, the game is extremely linear and it's obvious where you have to go, but I wanted it to open up at that point and encourage some exploration explicitly so the player doesn't beeline straight for the boss fight they might not be prepared for yet. It's completely within the player's choice to go straight for it, and it's totally possible to beat it if they do (as it seems you did, after many tries), but a little bit of exploration and preparation can go a really long way.

Forgive me if I'm mistaken on some of the info here, but I'm going to go into my thought process on this part of the game a bit. I believe there are two obvious health upgrade pieces before the 2nd boss is ever accessible, and then some extra, more hidden ones - and since you can warp around the game from any save point, if the player tries boss 2 and finds it too difficult, but then realizes they have 2 health pieces and almost have a health upgrade, they'll likely be encouraged to warp somewhere else and explore some more so they can get more health to help out. In the full game, it'll even be possible to skip Boss 2 for a while, if you want - you get a major movement upgrade (the Dash) before fighting him, and defeating him just opens up areas in the Summit that were blocked by tar, as well as giving you some skill points and a health piece, so it makes the 2nd boss even less of a mandatory fight at that point in the game. That's an unfortunate thing about having a demo (as well as being early access) for a Metroidvania - we have to block off whole areas and parts of the game that would normally be explorable, which makes the experience more linear as a whole and probably makes exploration feel less rewarding. It's a hard balance to strike, and I can definitely understand there being some frustration around it. At the same time, I wouldn't want to undertune the 2nd boss fight just for the public demo and give people the wrong impression of the level of challenge he's going to have in the full game.

Anyway, I got a bit too rambly there. Hopefully I did a good enough job explaining my viewpoint on the matter though, and whether or not you agree with me, I do appreciate your feedback regardless. Making the game balanced is something I do care about a lot, and there are a lot of factors to consider in regards to crafting the experience I WANT players to have, versus the experience they're actually having. I don't want to just handwave it away as "you didn't explore enough" or "play on an easier difficulty", but I also don't want to go making sweeping changes to the game on a whim, you know?
 
  • Like
Reactions: Lone Wolf115

TheDarkMaster

Well-Known Member
Creator
Aug 28, 2015
1,052
259
I see where you're coming from, but I do still have to disagree on it being trial and error. Finding the easiest way to dodge attacks might have some trial and error to it, but honestly the same can be said of almost any game where you have more than one option for any situation - if it's completely possible to beat the first boss on your first try, which it definitely is in CP:E, then I don't think it can be said that the boss is strictly trial and error. I guess we'll just have to agree to disagree on that point though.

The one point I'll make here is that I've played many games where I'm taught quite well how to win a boss fight even if it is very difficult. Many Metroidvanias make the fights too easy, but the high level ones that are hard rarely feel frustrating because you don't understand what you need to do. Boss fights give you the unique ability to teach the players how to fight them thanks to phases or making them more difficult as time goes on. You've done this with the tar boss, but there's no training period with the worm boss, say starting with just one of them or they move slower at first so the player gets a chance to see their pattern and safe zones without having to die a time or two first.

I know for certain you can get at least 1 full health upgrade before the 2nd boss. Some of the hidden items are pretty well-hidden, often behind fake walls that always have some sort of visual cue, though some of them might be more subtle than they should be, that's something I'm still tweaking. I didn't want to rip off Metroid any more than I already have, so I already have my own solution for map completion planned - first with the custom map notes that you can leave, allowing you to mark where you found things if you want, and also with another upgrade that will be implemented later. It's an understandable complaint, but hopefully it will reassure you a bit that I do have plans to help with it.

I did not find any breakable walls, I didn't even know I should have been looking for them. Maybe at least include something early on in the game that teaches the player they exist? It doesn't have to be explicitly spelled out, but if there's something that tells the player that something is hidden in a room or there's a breakable wall that the player is very likely to shoot incidentally due to enemy placement or a breakable item. Hollow Knight does this with breakable money rocks. As for backtracking myself for powerups, the main issue is I had generally didn't know where I should backtrack to, didn't know what areas were cleared or might have more to discover yet and I didn't feel like scouring the whole map a second time.

Anyway, I got a bit too rambly there. Hopefully I did a good enough job explaining my viewpoint on the matter though, and whether or not you agree with me, I do appreciate your feedback regardless. Making the game balanced is something I do care about a lot, and there are a lot of factors to consider in regards to crafting the experience I WANT players to have, versus the experience they're actually having. I don't want to just handwave it away as "you didn't explore enough" or "play on an easier difficulty", but I also don't want to go making sweeping changes to the game on a whim, you know?
It's been said that players are really good at seeing where there are problems in games, but not necessarily good at coming up with solutions. I may be a coder and writer who specializes in design, but I don't have access to the game's code to test things out, nor is it my game. I'm glad though that my feedback has been useful. Often that's all I'm hoping for, since if I'm giving feedback at all it's because I think it can help make the game better.
 
  • Like
Reactions: Lone Wolf115

Anon42

Well-Known Member
Dec 3, 2015
123
107
(Copy-paste from our weekly public update post on Patreon! If you like what you see, consider supporting us!)

Hey everybody! Now that v0.34 has officially begun development, it's time to get back to our regular weekly update schedule. I've got a few things to show off this week, so let's get started!


Click here to watch the new, WIP cutscene added to the intro on YouTube

First off is a short cutscene at the beginning of the game, after the intro text crawl, which you can view by going to the youtube link above. This scene is still a bit WIP, as I want to add some foley sound effects to it, and possibly change one of Alicia's poses - I also have a CG sequence planned that'll go between the text crawl and this cutscene, to give further context to Alicia's ship crashing, but this scene alone should improve things a bit!


Caves-comparison.png


Next up is the Caves tileset rework, which I showed off a little bit a while back. Left is old, right is new. I was doing the original rework myself, but Puffernutter recently took over and has been hard at work redoing everything. It's not quite finished yet, and we want to make some changes to make it look a bit less busy, but it brings the Caves tileset closer inline with the rest of the game artistically, despite being a relatively subtle change.


Lurker.png


Last up, we have a little teaser for our new enemy that will be coming in v0.34! This guy will show up first in the Catacombs, and he's the replacement for the Hellhound I've been talking about, at least gameplay-wise. He'll have completely new H-scenes, as you can probably tell by how different his design is. It's possible only the regular H-scene will be ready for v0.34, depends on how much Orexius manages to get done, but I'll keep you updated on that front.


Alright, that's enough outta me for this update! Thanks for reading everyone - and as always, thank you so much for supporting us and making this game possible <3 See you all in the next update!
 
  • Like
Reactions: Lone Wolf115

Anon42

Well-Known Member
Dec 3, 2015
123
107
(Copy-paste from our weekly public update post on Patreon! If you like what you see, consider supporting us!)

Hey everybody, time for another Crisis Point: Extinction weekly development update! There's not too much visual to show off this week, a lot of the work done was on behind-the-scenes stuff or things that aren't too exciting, but lets get into the two things I do want to show off.

First is probably the more exciting of the two, and that's a new ability for Alicia being added in v0.34! The Omnidash, showcased in the video up above, is an upgrade for Alicia's Dash ability that allows you to dash in all 8 directions, rather than just horizontally. In the video you can see me dashing repeatedly, but in the actual game you can only dash once per jump - the ability to dash straight up allows you to massively increase your vertical exploration distance, though, and once we add the double jump ability back in, double jumping will refresh your dash, allowing you to chain Jump > Dash > Double Jump > Dash for some crazy mobility! It's a hell of a lot of fun to play with, imo, so hopefully you'll enjoy it too.

Fem-Tor-teaser.png

Next is a small teaser for an upcoming NPC. They're a little too nude for public Patreon posts, so you'll have to get by with this silhouette teaser for now ;) You might remember me mentioning that I wanted to add some NPCs that will require a pretty big overhaul of an area, and I wasn't sure if they would make it in time for this update. I'm still not confident it'll be done in time, so it's possible you won't see this NPC for some time, but this silhouetted lady is part of that big overhaul I was talking about. Extremely long-time followers might just be able to get some idea of who she is..


Alright, that's all for me this week. Sorry for the smaller update post, I spent a lot of my time this week working on something secret coming this update, as well as behind-the-scenes stuff like I mentioned above, and not everything that was done is really interesting enough to be in the update post. Hopefully next week's update will be a little more interesting, but one way or another everything needs to get done! As always, thank you all so very much for the support, and I'll see you all next update!
 
  • Like
Reactions: Lone Wolf115

Anon42

Well-Known Member
Dec 3, 2015
123
107
Before I get started on this update, my sincerest apologies for anyone waiting on an update here! Somehow my tab for this forum got closed and I ended up skipping two updates here because of it - you can take a look back on our Patreon to view them if you like, they're both public posts - though there is an H-scene that's Patrons only, because NSFW content cannot be posted publicly, so I'll post that here now!

Normal H-Scene, 69 3x.gif


(The following is a copy-paste from our weekly public update post on Patreon! If you like what you see, consider supporting us!)


Hey everybody! It's time for another weekly update! Before we get started on the usual things, I have a special announcement!

282671_Shady_lewd_kart.png



https://www.patreon.com/datgame

The link up above will take you to my good friend Shady's patreon page, where you can find and download the new public demo for his latest game, Shady Lewd Kart! Not only is it a great kart racing game with a lot of love and a lot of lewds, buuuut you can also find our very own Alicia in the game as a playable racer!

282672_Shady_lewd_kart_Alicia.png


Right now she's not available in the story mode, just the other game modes, but she'll be getting her own story later on, with lewds included of course! There's a bunch of other lewd ladies from various H-games like Future Fragments, Divine Arms, Paizuri University, and more. I urge you all to check it out, especially since the demo is free, and consider throwing some support their way if you like what you see - they absolutely deserve it!


With that done then, on to the rest of this update!

Like I mentioned last week, there's probably not going to be a whole lot in the way of visual updates for the rest of this update cycle - a lot of what we're working on is either stuff I don't want to ruin by talking about it, or just plain uninteresting. I'll try to keep at least one visual treat for each week's post though, and for this week it'll be more work done on the Caves tileset! Last time I posted about the Caves tileset, it was more or less just a small improvement in the overall art of the caves - it still more or less looked the same, and you had to look pretty close to notice the differences. Now though.. well, see for yourself.

282673_Screen_1.png


282674_Screen_183.png


There's a comparison shot for ya! The top image is the old one, if that's not obvious, and the bottom is what Puffernutter has been working on. We decided to scrap the idea of leaving the Caves artstyle completely untouched, and instead focus on making it more visually interesting all around - which includes not only adding more of the detail tiles you might be familiar with, like the little glowing flowers, but also adding more, like these badass spiral stalagmites, all on top of an altered color palette and style! I have even more things planned to update the look of the caves further, and I can't wait to show those off when they're done. It's very possible that there will be some mismatched tiles in this coming update - the Caves tileset is going to be a much bigger rework than initially intended, and while I won't need to COMPLETELY re-tile every room like I did with the Summit art rework, I will need to do touchups basically everywhere, so forgive me if it does end up being unfinished at first.
Aside from that, this week, I finished polishing up the scripts for both of the new CGs being added this update, and sent them off to our actors for voiceover work. Kuso is just about finished up with one of the CGs, so that'll be implemented fully soon, and he'll get to work on the next one.

Orexius has been hard at work finishing up the Lurker's H-scene, specifically the climax animation, and once that's done he'll be working on a new "death" animation for Alicia that has her transition into her masturbation state, rather than just laying down, which will allow for some H-scene action if you do lose to enemies and choose to stick around. I'm not sure if I've talked about it in detail before here on Patreon, but essentially it's part of my plans to make health in Crisis Point not represent Alicia's "health", but rather her willpower to keep fighting, if that makes sense. So when she runs out of HP, it's not that she's being killed or knocked unconscious, but rather she's run out of willpower to resist her lewd urges, and fully gives in to them instead, resulting in H-scenes. This does not mean we will be adding unique game over content - the H-scenes that play will be the exact same ones you can get by masturbating near an enemy when Alicia still has health, but hopefully the different context of the scenes will add something enjoyable for those who want it!

This coming week will probably continue to be a lot of writing for me, as well as touching up all of the Caves areas with the new tileset, and I want to see if I can't get some new rooms designed for the Catacombs too. In terms of game content, this update has turned out to be a bit more rework-y than I had hoped at first, but there's quite a bit of new H-content at least! All of this needs to be done at some point anyway, so there's nothin' to do but march ever onward. I'm not 100% confident v0.34 will be done in time for the original schedule, but I'll do my best to make it happen as close to mid-April as I can, and it's still possible I could get it finished in time if depression stops being a lil bitch about it.

Alright, that's all for me this week. As always, thank you all so much for the support - we wouldn't be here without all of you. I'll see you all in the next update!
 
  • Like
Reactions: Lone Wolf115

Anon42

Well-Known Member
Dec 3, 2015
123
107
(Copy-paste from our weekly public update post on Patreon! If you like what you see, consider supporting us!)

Hey everybody! Time for another CP:E weekly dev update. Sorry this one is later in the day than usual, my schedule is all sorts of screwy lately and I've been waking up really late because of it.

286862_Database_UI_dummytext.png


To get the update started, we have the image up above, showcasing a mockup for the data disc menu. If you remember, data discs are a new feature we're adding in this update that'll be used for a number of things - rewatching one-time-only story CGs, reading lore/bestiary entries on enemies and plantlife, and more. I plan on having it be accessible from the pause menu rather than needing to go back to the camp to use it, though I'm not entirely sure yet where it should go in the menu. I'm thinking of having it be a button in the Status menu, but if you have any better ideas, feel free to let me know!

That's all the direct visual stuff I have to show off this update - like I mentioned recently, there's not a whole lot of visuals I can show off for the rest of this update cycle, as a lot of it is just retiling old rooms, making new ones, and adding in new features, like the data discs. Aside from that, though, this week I spent my time writing more stuff related to the mystery NPC I showed off a bit ago - I realized one of the things related to their story didn't really make sense in the grand scheme of things, so I had to take a step back and rewrite parts of it, but I think I'm happier with the direction it's going now. I also implemented the function of having Alicia auto-masturbate on "death" rather than just getting knocked out - I think I've mentioned it before here, but this change, along with others I have planned, will reinforce the idea that Alicia's "health" is more of a representation of her willpower to resist her desires, rather than her physical wellbeing, so when it runs out, she gives in to that lust. In addition to those things, I also started getting the new CGs implemented - one of them is nearly complete now, and the other still has a bit to go, but should be done in time for the release of this update.

I will say though that I'm growing increasingly uncertain if we'll make it in time for a mid-April release date; this update might end up getting delayed a bit, but I'll do my best to make sure it still gets released in April if we do have to delay it. I'm still in a bit of a funk to be honest, having a lot of trouble getting through it this time, BUT things have definitely been improving and I've been getting a lot more done over the past week or two. The rest of the team is working hard too, with Orexius still working on Lurker animations, Kuso and our actors plugging away at CGs, and Puffernutter working with me to finish up the Caves tileset rework. Speaking of the caves, thanks to the more dramatic changes we're making to that tileset, it's going to end up taking more of my time to rework the caves tiles than I had initially hoped - it'll result in the place looking MUCH nicer than before, but I'll probably have to hold off on really working on the Deep Soil and Catacombs areas much because of it. Right now the place looks like a mismatched mess and I really don't want to be releasing the update in that shape. Puffernutter has offered to try helping out with tiling rooms in-engine though, so we should be able to get it done quicker in the future if that works out.

Alrighty, that's enough outta me for this update. I still want to try and start streaming again soon, though at the moment the big thing stopping me there is my schedule being messed up, like I mentioned above. Once I get that fixed up I should hopefully be able to start regularly streaming development again, so I'll keep you updated on that. Thank you all so much for your support, and I'll see you in the next update!
 
  • Like
Reactions: Lone Wolf115

Anon42

Well-Known Member
Dec 3, 2015
123
107
(Copy-paste from our weekly public update post on Patreon! If you like what you see, consider supporting us!)

Hey everybody, time for another CP:E weekly development update! Things are starting to look up this week. I'm feeling pretty stressed out right now due to taxes and being a bit behind on development of the game, but I'm succeeding in using that stress to fuel better habits this time around, so no need to worry about me. The best thing for me in these situations is to get productive.

Soldier recolors.gif

First off this week is the gif up above. I MIGHT have talked about this before, so forgive me if I have, the gif up above is actually somewhat old. The Warped Soldier is one of the first enemies introduced in the game; as such, his damage numbers are extremely low. Once Alicia has an HP upgrade or two, he's incapable of dealing enough damage to be relevant at all. I could have enemy damage scale based on how much HP you have, but that's the lamest possible way to do it. One of the funnest parts of a Metroidvania, imo, is to be able to go back to earlier areas in the lategame and absolutely dominate them with your new upgrades, so in order to keep that spirit alive, I've decided to introduce enemy recolors into Crisis Point - in later/deeper areas of the game, you'll run into recolored versions of enemies that will have bolstered stats (mostly damage, not so much health). I'm still undecided on if I want to give them entirely new moves in addition to higher stats, it'll depend on if I feel like they need 'em. But this will allow me a relatively low-effort way to continue using early-game enemies in my encounter design, without those enemies being trivial to deal with. The colors will be reflected in H-scene animations, naturally (though the poses and animations will NOT be different for recolors, just the colors), but the CGs will always be based on their first color variation.

Anyway, aside from that, this week I focused on bug testing and retiling the Caves areas, as I mentioned I'd be doing last week. The good news is that retiling the Caves is nearly done! While it was more effort than initially expected, UNLIKE the Summit retiling, I was still able to leave a lot of the old tiles I already placed unchanged, which sped up the process immensely. Right now, I'm just waiting on the finished Caves tileset before I can finish polishing up every room, but the majority of rooms are good to go. As for bugtesting, it's always a joy. Somehow, this week, my audio seems to have started bugging out, and the music files are now looping after ~30 seconds or so despite me not having touched any of the code related to audio in months. It's always something :' )

Alright, that's enough outta me for this week. I'm still going to try my best to have this update done by mid-April, though it's likely it'll get pushed to late-April, and some things won't make it in, like the Deep Soil rework and the NPC I teased recently. I'm going to go ahead and stop focusing on a few things like those, and instead focus on finishing everything else we had planned for this update and bringing them all up to snuff. Lots of writing in my future, that's for sure. I'll see you all in the next update!
 
Last edited:
  • Like
Reactions: Lone Wolf115

Anon42

Well-Known Member
Dec 3, 2015
123
107
(Copy-paste from our weekly public update post on Patreon! If you like what you see, consider supporting us!)

Hey everybody, time for another CP:E weekly development update! This week is pretty light on the visual department, much like other recent updates - there's just not much more to show off visually for this update.

CG teaser.png

First off, here's a little teaser of that secret 2nd CG I mentioned a few updates ago! Some of you might recognize the second girl, in which case it won't be hard to put two and two together. And no, Alicia won't have a demon/succubus transformation, no matter what this image teaser might make you think. I also want to mention that this CG will be added to the public demo as well, alongside a bugfix update, sometime in early May, but $10 Patrons will get access to it first in the upcoming v0.34. A lot of my work this week has actually been related to this and the Lurker CG, too - picking out takes from our actors, editing the audio, and getting it all put together ingame. On the subject of audio, I also went back and had Rodriguez' actor record a slightly altered line in one of the early cutscenes - there was a line that stood out a bit and seemed untrue, and it was bugging me for a while, so I finally altered it this week. Not a particularly big development, but hey, trivia is fun.

Aside from that, this week I spent time taking the Database mockup from last week and turning it into an actual in-game menu. I think for now I'm just going to put it in the Options menu, to keep things simple, but I really want to figure out a good place to put it, I'm just not sure where it'd fit best yet. In any case, I'm not sure if I've detailed the Database menu yet, so let's get into that a bit shall we? The Database menu will be used for all sorts of things - as I've detailed before, you'll find Data Discs while exploring the game, and each one will open up new entries in the Database, from things like enemy lore entries, re-viewing cutscenes (that feature won't be implemented for a while), re-viewing one-time-only CGs, etc. I'm not sure if I want to make enemy lore entries unlocked via Data Discs, by defeating them, by watching their CGs, or even some other way I haven't come up with yet - maybe I'll hold a poll on that one?

Aside from that, right now, we're mostly focused on trying to finish up all of the things that have been mostly implemented but not quite finished in this update, to bring everything to a publicly playable state. To get this update out in April, I'll definitely end up needing to scrap some of the things I wanted to do, and I'm sorry for that, but luckily it'll mostly be smaller things like recolored enemies or new rooms in the Catacombs. There will still be a new H-scene and 2 new CGs with this update, so hopefully it won't be too disappointing that there won't be more to explore yet! Next update I'll make sure to focus more on content creation.

Anyway, that's enough outta me for this update. Thanks so much for reading everybody, and for supporting us as we make this game a reality - it means the world to us. I'll see you all in the next update!
 
  • Like
Reactions: Lone Wolf115

Anon42

Well-Known Member
Dec 3, 2015
123
107
Hey! Before I begin with the copy/pasted update post, apologies for missing a few updates here - the reason I didn't post any is because there wasn't all that much to say, my last two weeks of update posts were basically "don't have much to show, we're working on finishing up v0.34". Finishing it up took a bit longer than expected, and I posted pretty much all of our visuals earlier in the update cycle. That being said, v0.34 is complete now, so on with the post!

(Oh right, and here's a little preview of one of the new CGs Patrons get access to~ I wasn't able to post it on Patreon because of lewdness)

308261_Lurker_CG_preview.png


(The following is a copy-paste from our major update release post on Patreon! If you like what you see, consider supporting us!)

Hey everyone! v0.34 is officially complete and out in the wild. There are things that I wasn't able to get to that were originally planned, like making new levels in the Catacombs and implementing the new NPCs I teased recently, but this update still came out nicely, and I managed to get the majority of what I wanted done. (Plus, even though there's no new Catacombs rooms, there IS the new Lurker enemy down there who's sure to show you a great time!)

As always, the download link will be sent via Patreon PMs for those who are no longer pledged, and also linked in the post just after this one for $10 patrons for anyone who is. Without any further ado, let's get into the changelog!

v0.34 UPDATE MAJOR CHANGES
-Implement new Lurker enemy in the Catacombs (BE H-scene not complete currently)
-Implement new Data Disc feature
-Implemented Bestiary feature, with descriptions for 3 enemies (Bestiary entries are currently available immediately rather than being unlocked; this will be changed later)
-Implement new movement upgrade, the Omnidash
-Add new short cutscene at the beginning of the game
-Two new CGs (Lurker CG and Spooky Starlets collaboration CG)
-Completely reworked the Caves tileset
-Change Alicia's behavior on death to allow for H-scenes playing naturally

Alright, that's the major list of changes. Most of it is self explanatory, and I've already gone over the things that need more description in the past, so allow me to take a moment to talk about one thing in particular - the Spooky Starlets collaboration!

Crisis Point: Extinction is honored to collaborate with TinyHat Studios, developers of Spooky Starlets (and also a company lead by our very own FlynnFlann, the UI artist for Crisis Point), to add some extra content to both of our games! In Crisis Point, this takes the form of a Data Disc you can find that allows you to view a CG H-scene starring both Alicia herself and Susie Stitches, the "mascot" of Spooky Starlets. We've decided Spooky Starlets will be a game within CP:E's universe (that Rodriguez happens to be a big fan of), with Alicia being hired in the past to star in a rather lewd promo shoot for it. This keeps the logic consistent with our universe, despite Spooky Starlets being full of all kinds of monstergirls, like slime girls, goat girls, wolf girls, and more, that wouldn't necessarily fit within our lore.

In Spooky Starlets, the collaboration will have Alicia as a "playable character" of sorts! In their game, you direct your own pornographic movies starring a variety of lovely ladies in all sorts of positions - and now, Alicia will be one of those ladies you can pick from! Their page does a much better job at describing it than I ever could, so if the idea of making your own pornos interests you at all, please check out their page below and give their work a look!

https://www.patreon.com/tinyhat_studios

Now then, on to the goals for Crisis Point: Extinction v0.35!

CRISIS POINT: EXTINCTION v0.35 GOALS
-Begin (and hopefully complete) the Deep Soil rework, including a complete overhaul of level design
-Add more areas to explore in the Catacombs (if Deep Soil rework goes well)
-Add the BE H-scene for Lurkers
-Start rework of BE mechanics to remove the movement debuffs
-Implement recolored enemies in later areas of the game
-Finish writing Bestiary entries for enemies, and add in proper unlocks for bestiary entries
-Continue reworking older CGs in Kuso's style
-Implement new NPC and cutscenes in the Summit area

This next update will be focused especially on the Deep Soil. It's become a lot of people's least favorite area, due in large part to the level design, so in the interest of fixing it, I'm most likely going to be razing the Deep Soil to the ground, figuratively. What I mean by that is just removing a lot of the current level design completely and reworking it from the ground up, this time with a better plan in mind - much like the other early areas in Crisis Point, a lot of the level design mostly boiled down to enemy hallways, and that's something I want to change and fix up. Unfortunately, such a big overhaul requires a lot of time and effort, and while I've already spent time laying the groundwork for a level design overhaul, it's definitely going to take a majority of my time for this update cycle. That being said, it's not like that's the only thing I have planned for this update, and Puffernutter is going to be helping with tilesetting the new level designs, so I'm very confident I can pull it off within one update cycle!

In addition to the new level design, I also plan on finally starting the BE rework I've talked about for ages (BE will still be in the game and there will still be unique BE H-scenes, it's just gameplay changes), implementing the recolored enemies I talked about recently, and a bunch more things I already listed up above, so the update should be a good one either way.

Alright, that's about enough from me for this update! Sorry we just barely missed the April release window, I was waiting on some last-minute assets, but now that the update is out I hope you guys enjoy it! As always, thank you all so much for your support. I'm really proud of how Crisis Point is shaping up, and it's entirely because of all of you. I'll see you in the next update!
-A42









UPDATE v0.34 MINOR CHANGES AND BUG FIXES
-Fixed some missing wall tiles and improperly-layered ghost platforms in the Summit
-Alicia no longer gets stuck in place if she collides with a Warped Soldier (and maybe others) while using the Wire Shot, if that enemy does not deal contact damage
-Nerfed damage of Split Shot slightly (main bullet down from 2.0 to 1.8, sub-bullets down from 0.4 to 0.25)
-Nerfed damage of Auto Shot weapon to 0.75 (down from 1.25; default bullets do 2.0)
-Changed some of the moans in the Tentacle CG sequence to better fit the mood of the scene
-Added gameplay toggle for screen shake on enemy death
-Fixed bug where screen shake during the "boss attacks camp" cutscene often faded out too quickly
-Made it possible to close the ingame menu and main menu Options menu using the Menu Cancel key
-Fixed bug where returning to the main menu while using the Options menu from the main menu resulted in the main menu music cutting out
-Fixed game crash when using Return to Main Menu option in the final room of the game
-Fixed bug where text popup when holding a button to skip a cutscene was behind the text explaining how to skip cutscenes, and after that first scene, the text turned black, making it nearly unreadable
-Fixed a small bug where certain rooms would briefly fade the music out when you entered, only to quickly fade back in
-Changed an instance of repetitive writing in the Summit Entry dialogue
-Fixed issue where environmental dialogue of Alicia finding the first security door was bugged, and would play an unintended line from Birch after Alicia finished talking
-Fixed bug where some interactables were still interactive during first Warped Soldier fight, which led to various other bugs and crashes
 
  • Like
Reactions: Lone Wolf115

Anon42

Well-Known Member
Dec 3, 2015
123
107
Hey everyone! Today I've got some exciting news to share - first off, the Crisis Point: Extinction public demo has been updated! In addition to a host of bugfixes and some small additions, like a new cutscene at the start of the game, there's a whole new CG added to the game that you can find on a Data Disc in the Summit. Which leads me into..

CPE-SS-Crossover-Image.png


As patrons will already know, Crisis Point: Extinction has teamed up with Spooky Starlets - a game made by our very own FlynnFlann, designer of Crisis Point's UI - to add a little collaboration between our games! In Crisis Point, the collab takes the form of a brand new CG starring Alicia and Susie (pictured above), the lead characters of each game, in an in-universe promo video showing Spooky Starlets as a real game within the Crisis Point universe. Here's a preview of the CG, which is now available for viewing in the public demo:

Crossover1-s.png


Much like every other CG in Crisis Point, it features multiple images and full voice acting, and can be viewed as many times as you like once unlocked. If you have any interest in seeing more of Susie Stitches, along with a bunch more sexy monster girls, you can check out Spooky Starlets - a game in which you pick from a variety of poses to create your own pornographic movies starring the aforementioned ladies!



As part of the promotion, Alicia has been added as a selectable Starlet within Spooky Starlets, so you can make videos starring her as well! If you want to learn more about the game, you can view this infographic here showcasing just how the game works, or check out their Patreon page! Throw 'em some support if you like what you see, they're doing great work!

Aside from the Spooky Starlets content, here's a list of what else has been added/changed in the public demo today:

-Added confirmation prompt when opening links at the end of the demo, and fixed issue where gamepads would always double-click on links, opening the link twice
-Raised volume of Skill Unlock sound effect, as it was far quieter than the rest of the UI
-Fixed issue where the player could accidentally skip the Wire Shot by jumping over the pit you fall into to get it, which could result in being softlocked
-Fixed bug where the player could push the first Warped Soldier enemy encountered in the camp by using the Melee attack, which could cause the following cutscene to act strangely
-Fixed bug where gamepad couldn't skip the disclaimer and gamepad text when the game is started
-Updated keyboard UI prompts with better art
-Added a short cutscene at the start of the game
-Changed an instance of repetitive writing in the Summit Entry dialogue, and an instance of incorrect writing in Rodriguez's intro cutscene
-Fixed issue where environmental dialogue of Alicia finding the first security door was bugged, and would play an unintended line from Birch after Alicia finished talking
-Fixed a bug where some interactables were still interactive during the Warped Soldier fight at camp, which lead to many other bugs and crashes
-Nerfed damage of Split Shot slightly (main bullet down from 2.0 to 1.8, sub-bullets down from 0.4 to 0.25)
-Nerfed Rapid Trigger damage slightly (was 75% of normal damage before, now 66%)
-Nerfed damage of Auto Shot weapon to 0.75 (down from 1.25; default bullets do 2.0)
-First boss fight no longer bugs out and continues screen shake if you die and respawn

If you haven't played the public demo yet, or if any of the changes sound like something you want to see, please check out the newly updated demo on itch.io, and throw us a rating while you're there! Every rating helps us get more traffic, so I would really appreciate it!

 
  • Love
Reactions: Lone Wolf115

Anon42

Well-Known Member
Dec 3, 2015
123
107
(The following is (mostly) a copy-paste from our weekly public update post on Patreon! If you like what you see, consider supporting us!)

Hey everybody! Before I get into it, I want to apologize for skipping so many weekly updates - I passed a few up because we were working on the public demo update along with a marketing push, so I was focused on that, and to be honest marketing really drains me, so I ended up taking a vacation from work after that. That being said, I should've at least posted last weekend to let you all know what was up - in the future, even if I don't have any progress to report, I'll make sure to always release an update every week, as long as I am able to, even if it's just to let you know that nothing has been done and to explain why.
With that out of the way though, it's time for this week's Crisis Point: Extinction development update!

First off, we have recolored enemies! We did a lot of work on implementing enemy recolors this week. The Warped Soldier enemy's recolor work is fully completed, and the Warped Sentry isn't far off - here's a shot of one of the Warped Soldier recolors in action.
Recolored-Soldier-small.gif

For those of you who haven't seen my previous posts on the matter, recolored enemies are currently ONLY an increase in enemy damage dealt - I do want to give them unique attacks eventually, but they will NOT be getting unique H-scenes, and their HP values won't go up either so they won't be any more difficult to take down. At the moment it's purely their damage values, so that those enemies can remain a relevant threat as Alicia gains more maximum health.

Next up is the Warped Sentry, who has received an overhaul in her riot shield's design to make it a bit more interesting (don't worry, this is just a censored version of her design, she still has her torn clothing ingame)
Sentry-Shield-Redesign.gif

And here's the old design for comparison.
Sentry-Shield-Original.png

The shield redesign was done not only to make it look sleeker, but also to allow us to recolor it more easily - the highlight gives it a much more metallic look, which allows us to convey what it is more easily no matter what we recolor it to - and since the Sentry's most prominent design feature is her shield, I wanted to be able to recolor it so the player can easily tell what "level" of Sentry they're going up against.

Next, we have a "new" enemy! To get the bad news out of the way first, this is an idea I kinda came up with last minute - and because of the design implications it has for the Deep Soil, I'm thinking it's very likely that I'll either have to delay v0.35 a bit, or the Deep Soil rework won't be completely done in this one update like I was aiming for. I'll have further updates for you on that as development of v0.35 progresses, but for now, the good news! This is one I think a lot of fans will be happy to see, and unlike most "recolors", this enemy will essentially function as a miniboss version of the enemy it's based on - and because of that special status, it will receive new H-scenes as well.
Screen-217.png

Screen-218.png

Screen-219.png

Screen-222.png

Don't worry, she'll still have her.. signature assets.. in the actual game. It's just censored for the purpose of making a public post on Patreon ; )

Now, for why there are 4 different color schemes here, I haven't been able to decide between them to save my life. If you have a favorite, hop on by our Patreon page and leave your input in the public poll at the bottom of this page!

This next bit isn't on the public Patreon post, since there's no getting around how NSFW it is, but I would've made it public there if I could. In addition to everything up above, I also went and updated the Warped Soldier's H-scenes a bit to give him and Alicia better facial animation, along with some other small touchups! Here's the new animations:
spr-Sex-Warped-Soldier-C3-strip4.gif

spr-Sex-Warped-Soldier-Orgasm-C3-strip29.gif


And here's the old loop for comparison:
Warped-Soldier.gif



Alright, that's about it for this week! Orexius got some time off work and he'll be coming over to my place for a while, so expect some dev streams to happen over the next two weeks! Thanks to all of you for your patience, love, and support! I'll see you all in the next weekly update!
-A42
 
  • Love
Reactions: Lone Wolf115

Anon42

Well-Known Member
Dec 3, 2015
123
107
(The following is (mostly) a copy-paste from our weekly public update post on Patreon! If you like what you see, consider supporting us!)

Hey everybody, time for another weekly update! Not a lot of visual stuff happened this week, so this update will be a bit lighter than last week's, but we still got a lot done. Without further ado, let's get into it!

Old
Deep Soil old layout.png

New
Deep Soil new layout.png

First off, we have the Deep Soil layout rework. As you can see from the comparison, only a handful of rooms are being left alone - the vast majority of the Deep Soil (including the dreaded tall room with the scientists) has been completely removed, in favor of a new, less compact layout focused around 2 tall rooms. Keep in mind this is only draft 1 of the Deep Soil rework - I don't expect to change the new room layouts too much, as I have a nice plan for the way the player will go through these rooms, but there will likely be more rooms added to fill in gaps, or slight changes in room sizes/connection points and such. I tried to design the new layout in such a way that it won't be as easy to "miss the objective", as it were - in the old Deep Soil, there was one point in particular where you had to pull down 3 totems in a room to allow progression in another room, but if you didn't realize you had to pull them down and went past them, you would be unable to go back to them unless you went all the way back around again. In the new layout, the totems have been removed from our plans completely, as they didn't really fit thematically, and the puzzles weren't particularly interesting - instead, we have some new mechanics, one of which involves the Poison Alraune from last post. Speaking of her..

Poison Alraune options 2.png

We're holding a second poll for her color scheme on Patreon! If you have an account, you should be able to vote on it here, even if you aren't pledged to us: https://www.patreon.com/posts/27506842

Sorry to hold ANOTHER poll about her color scheme, but after realizing we didn't have a teal hair/pink leggings option, we decided to make some alterations to the colors AND her design (in the form of kinkier lingerie), and hold a second poll! Last time, we narrowed down that most people weren't really into the green leggings, so I decided to scrap those this time around and focus on the pink and teal lingerie. In addition, we've recolored the "teal" hair a bit to be more of a white/very light blue, which I think plays nicer with the rest of the colors. Orexius also whipped up a new idle pose for her, which will be her final pose ingame. Sorry again to hold another poll about the same thing, but if you wouldn't mind leaving your vote (and maybe a comment about it if you feel like it), I'd really appreciate it!


Alright, that's all I've got for you guys this week. My personal focus is 100% on the Deep Soil rework right now - since the layout has changed completely, I'll need to finish all of it before this update can come out, so I want to make sure that happens as soon as possible. I'll be honest with you guys, I don't think the update will come out this month - the rework is a bit more ambitious than I originally thought it would be, since there's some new mechanics and ideas that need to be developed for it. I'll keep you all updated on how it's coming though, and I fully expect to be able to release it in July at the latest. I'll still be aiming for a June release if possible, of course.

As always, thank you all so much for your support, and for continuing to follow Crisis Point: Extinction's development! I'll see all you beautiful people in the next update <3
-A42
 
  • Like
Reactions: Lone Wolf115

Anon42

Well-Known Member
Dec 3, 2015
123
107
(The following is a copy-paste from our weekly public update post on Patreon! If you like what you see, consider supporting us!)

Hey everybody, time for another Crisis Point: Extinction development update! This was a bit of a slow week, as far as things to show off goes - most of my effort this week was spent implementing new mechanics for the Deep Soil and working on the level redesign, so there's not too much to see. I would like to go over a few things, though, so let's get started!

Coiled-Vine-Preview.gif


First off, one of the new mechanics I'm implementing - Coiled Vines. As you can see they're still using temporary art right now, but the function is very much there! By shooting a Coiled Vine in the environment, the vine will uncurl and create a sloped ramp for Alicia to run up. This required a small update to our collision engine, to make sloped "ghost platforms" (platforms you can jump up through) work properly, but overall I'm very happy with the outcome! Because of the collision updates, I should also be able to use ghost ramps in other areas of the game now too, which will allow me even more freedom when designing levels.

Anyway, the other thing to note with these Coiled Vines is that they won't be usable when you first enter the Deep Soil. The presence of Poison Alraunes will have caused certain plants to wilt, including these vines, and so Alicia will have to hunt down the Poison Alraunes infecting an area before she'll be able to use those platforms. While we're on the subject of Poison Alraunes, I want to mention that we won't have enough time this update cycle to implement new animations/attacks for them, so they'll function identically to regular Alraunes for now, just with some beefed up stats. In the future, I plan on giving them more attacks, unique H-scenes and a unique CG, as well as altered combat animations to help differentiate them further from regular Alraunes.

Deep-Soil-rework-progress.png


Next thing I wanted to show today was our progress on the Deep Soil rework. The chart above shows our progress on each room - the bright green rooms are completed (though some of them are missing tiles, which Puffernutter has been helping me with, so I expect them all to be fully retiled by the time the update comes out), while the dark green rooms haven't been designed yet. The grey areas are ones that Alicia won't even be able to access yet, so while I do have plans for them, they haven't been implemented yet and won't be for a while.

As you can see we've made some excellent progress, and I expect to be done with the Deep Soil rework by next weekend! Once that's done I can move on to our next large project, which is implementing more NPCs and cutscenes. I wouldn't be surprised if that gets pushed back to a later update yet again - finishing the whole thing I have in mind will be a biiiig undertaking, so if it does make it into this update, there will definitely be cut corners, and it'll likely end up being similar to the human encampment where I gradually add to it and flesh it out throughout development, rather than all at once.


Last quick thing I wanted to mention in this update is that I plan on adding some more features to the $30 tier, in the form of a downloadable lossless .FLAC version of Crisis Point's OST! This'll be the only place the soundtrack is available in lossless format, so if you're a fan of the soundtrack and you like your audio high-quality, you won't want to miss it. I plan on implementing that part of the tier as soon as it's ready, so keep an eye out.


Anyway, that's about all I have for ya this week! I'm sorry I didn't actually get around to doing any streams like I wanted to - anxiety got the better of me I'm afraid - but I still fully intend to start streaming again! Now that things have settled back to normal around my place, I want to get back into a regular streaming schedule sooner rather than later. Streams will likely start at around 1 pm EST, though I don't have dates planned yet - I'll get back to you guys on that as soon as I have 'em, but for now if you're interested in viewing them, you can follow me at https://picarto.tv/Anon42 to get notifications when I stream. Thank you all for reading, and for continuing to support the development of Crisis Point: Extinction!
 
  • Like
Reactions: Lone Wolf115

Anon42

Well-Known Member
Dec 3, 2015
123
107
(The following is a copy-paste from our weekly public update post on Patreon! If you like what you see, consider supporting us!)

Hey everybody! This is a pretty light update post (again, sorry), we'll mostly be going over the state of the Deep Soil rework and my plans for finishing up v0.35. I'll also be posting a teaser of the Warped Scientist CG rework, which Kuso just recently finished, so you'll have an idea of what to look forward to when the update rolls around!


In last week's post, which I didn't post anywhere but Patreon (sorry, but it was a very small update just talking about the sudden sickness I got and explaining that not a lot was done because of it), I mentioned we weren't quite done with the Deep Soil rework yet, as my sudden sickness had prevented me from finishing it up. Well, I'm feeling much better now, so this week (while resting to make sure I was well and truly better), I focused entirely on finishing up the level design for the Deep Soil rework, which is now complete! The area is fully navigable now, though there are a lot of polish additions I want to do, like adding effects to show you're in a Poison Alraune-affected area, creating proper animation and art for the coiled vines, writing and recording some dialogue for the area, and more. In light of that, if it's alright with everyone, I'm going to aim for a release date around mid-July and focus mostly on polishing up the Deep Soil so it's in a more complete state! There are still some Deep Soil things I won't be able to do for this update, since they'll require more work than we have time for, but I want to improve it as much as I can for the time being. I know this means the update will be late by about two weeks, and I apologize for that, but I'd rather delay it and improve the update as much as possible rather than leaving it in a state of half completion.


Anyway, I don't have much else to share at the moment. The overall layout didn't really change from the last time I posted an image of it, so you can refer to that for an overview of how navigating the Deep Soil might look - and just to confirm for anyone who was wondering, yes, the tall room with the Scientists and the Cumshooters is officially gone ; ) For now though, I'll leave you with this teaser of Kuso's new Scientist CG. See you guys in next week's update!

Warped Scientist CG teaser.png
 
Last edited:

Anon42

Well-Known Member
Dec 3, 2015
123
107
(The following is a copy-paste from our weekly public update post on Patreon! If you like what you see, consider supporting us!)

Hey everybody, time for another weekly update! I'm a lil tired today so I'm gonna keep this short and sweet - v0.35 is trucking along nicely, and I think we should be able to release mid-July as mentioned before.

I don't think I've outright stated this, so just fyi, I decided to shelve adding more rooms to the Catacombs for one more update, because of the sheer amount of work we had to put into the Deep Soil rework - we also didn't get around to working on the new cutscenes/NPCs in the Summit yet for the same reason. My apologies to anyone who was looking forward to those things, but the Deep Soil rework has taken up pretty much all of my attention. The good news is that it'll be basically fully finished after this update, aside from a few things we'll be adding in the future, so we won't be stretching it out into multiple updates for once!

I do want to mention one specific thing, the Deep Soil boss fight - I plan on moving her fight further into the game, so you won't actually fight her the first time you go to the Deep Soil. For now, I plan on putting her in a TEMPORARY room within the Deep Soil, so you can still access the fight, but there won't be any rewards for it aside from getting her H-scene, since it's going to be a very temporary setup, I just don't want to remove her from the game completely until it's time to put her in for real.

Anyway, on to the actual update!

Deep-Soil-Fog.gif


First off, here's a shot of the special effect that covers the screen when you enter a Poison Alraune affected area. It's very simple, but I'm really happy with how this effect came out, although I can't help but feel like it makes the regular Deep Soil look a bit plain now! Might have to see about sprucing up the backgrounds with some light animated layers in the future..

BE-H-scene-ATWT-2x.gif


And here's the loop for the Lurker enemy's Breast Expansion H-scene, which will be in this update as well. I know some of you have been asking for some ATWT action, so hopefully this will satisfy ya!


Aside from working on those effects, I also spent time this week getting over some writers block so I could write new dialogue for the Deep Soil, which is currently being recorded by our lovely VAs - there's a total of 4 new conversations in the Deep Soil right now, and I plan on finishing up the current Bestiary entries too, so there will hopefully be some fun stuff to read there if that's what you're into. I also finished up implementing some of the technical stuff for the Deep Soil to work properly, like allowing the Poison Alraune's presence to stop Coiled Vines from working, saving/loading new world state variables, etc. All the behind the scenes stuff that's not too interesting but keeps the game going as intended. I've also been working with our musician to get those .FLAC files ready for the $30 tier (sorry it's taking a while), and Kuso is still working hard at replacing more CGs. The next one he's working on is a fan favorite, so I hope you're looking forward to it!


Anyway, that's about all I have for this week. It's mostly small and uninteresting things from now until completion, so I miiiight skip next week's weekly update if the update is almost complete by that point, in favor of just continuing to push for release - we'll see what happens though. Thanks for reading everybody, and for your continued support! Crisis Point wouldn't be what it is today without all of you. See you next week, hopefully with the v0.35 release in hand!
-A42
 
  • Love
Reactions: Lone Wolf115

Anon42

Well-Known Member
Dec 3, 2015
123
107
Will the game over gallery have an option to mute the doctor? It might just be me but hearing a man narrate or make comments on a sex scene turns me off.

Yeah, I can make sure to implement that at some point! Shouldn't be too hard, I'll just split the Cutscene Voices into separate male and female options.

EDIT: Actually, realized that would be bad for the gameplay cutscenes - instead, I'll add two new options, for Male and Female CG voices. That should work well enough, thanks for the suggestion!
 

Anon42

Well-Known Member
Dec 3, 2015
123
107
(The following is a copy-paste from our major update release post on Patreon! If you like what you see, consider supporting us!)

Hey everybody! v0.35 is now available for $10+ patrons!

Before we get into the meat of the post, I want to apologize for one thing - the Lurker BE H-scene climax animation isn't finished. It was the only thing holding me back from releasing the update today, and I honestly just don't have it in me to spend 12+ hours trying to finish up the scene right now. I've mentioned it before, but animation is something I really do not enjoy doing, which is why I hired Orex to do it, and with his dayjob he was unfortunately not able to finish it in time.

With all that being said, we DO have a surprise added to this update last minute to make up for it - Kuso managed to finish his rework of the Alraune CG! I won't post anything about it here, but you can find it and enjoy it ingame at your leisure ;) Without further ado, here's what v0.35 includes:

v0.35 MAJOR UPDATES AND CHANGES
-Completely reworked the ENTIRE Deep Soil from the ground up, with new puzzles, less annoying level design, and new tileset artwork
-Added 4 new conversations into the Deep Soil
-Finished the Bestiary section of the menus, with descriptions for every enemy that unlock when you capture them (note: doesn't include Poison Alraune or the bosses yet)
-Implemented Warped Soldier enemy recolors (other recolored enemies coming in the future)
-Added Poison Alraune enemy into the Deep Soil (note: currently has no H-scenes or CG, will get unique scenes added in the future)
-Implemented Warped Scientist and Alraune CG reworks by Kuso
-Added Lurker BE H-scene (climax animation not complete, but loop is)
-Fixed numerous bugs and issues (will be listed at the bottom of the post)

So that's the list of the major things we got done this update. The vast majority of my time was taken up by the first one, completely reworking the Deep Soil - I've gone over it plenty in updates before, so I won't waste your time explaining it all again, but it was a complete redesign from the ground up, with about 80% of the previous rooms scrapped entirely. I'm significantly happier with it now, and I hope you will be too! Unfortunately, the sheer scope of the rework meant that there were some other plans I had that had to be pushed back into the next update. I was a little too ambitious and didn't end up making it all happen, my sincerest apologies for that.

v0.36 UPDATE GOALS
-Design and implement NPCs in the Summit area, which will include at least one cutscene
-Add more to explore in the Catacombs
-Finish animating the Lurker BE H-scene, and start reworking Alicia's BE status effect
-Implement more enemy recolors (at least tentacles and warped sentries)
-Continue reworking CGs, possibly add Poison Alraune CG
-Add more environmental dialogue throughout the game
-Rework the Flare Shot's first upgrade to be less intrusive to H-scenes and general gameplay
-Continue fixing bugs and issues

I'm keeping our goals a little smaller in this next update, to try and hopefully make sure nothing has to be scrapped this time. The major thing in this next update will be the NPCs and cutscene in the Summit - this will be a brand new NPC that I've teased before, and will be fairly significant to the game. It might also require me to slightly rework some things too, so between that and needing animation, voice acting, writing, etc, I'm just going to work under the assumption it'll take up a decent chunk of my time. Aside from that, we'll finally be ACTUALLY adding new areas to the Catacombs (probably not a ton, but there will be more this time I swear), and the usual reworked stuff like new conversations and Kuso's reworked CGs. I'll also be touching up the Flare Shot's first upgrade and completely changing the way it functions, so it no longer causes issues with getting into H-scenes.

Anyway, that's about enough outta me for this update. Before I go, HUGE shoutouts to our $30 patrons this update cycle! Thank you so much to ALL of our amazing patrons, but especially Keeg, SpeedyShamrock, HOELS, and Wangarang for your incredible generosity. Crisis Point wouldn't be the game it is today without all of you!
-A42




v0.35 MINOR CHANGES AND BUG FIXES

-Fixed not being able to cancel out of New Game Difficulty Selection when using a gamepad
-Fixed certain menu issues (especially on the main menu) when Menu Confirm key was bound to Enter
-Dashing while ledge grabbing will no longer always play the default sound, even if the dash attack upgrade that changes the sound is unlocked
-Added the Melee Attack key to the tutorial prompts when the game starts
-Updated graphic for Wire Shot Pillars in the Summit
-Added new audio options for CG voices so that gameplay cutscenes and CGs are different audio types, and split CG voices into Male/Female options
-Charge Shot upgrade text is no longer incorrectly displaying the Rapid Shot text instead
-Increased height of the Alraune's hitbox, so bullets won't miss her if they touch her face anymore
-Fixed softlock in Summit where the player can jump over the pit containing the Wire Shot, and end up in a spot where they need Wire Shot to get out but haven't obtained it
-Redesigned the Warped Sentry's shield to have better visual interest, to prepare for better recolors
-Updated facial animations for both Alicia and the Warped Soldier in the Warped Soldier H-scenes, both normal and BE
-Fixed bug where the player could push the first Warped Soldier enemy encountered in the camp by using the Melee attack, which could cause the following cutscene to act strangely
-Raised volume of Skill Unlock sound effect
-Fixed bug where gamepad couldn't skip the disclaimer and gamepad text when the game is started
 
  • Like
Reactions: Lone Wolf115

Anon42

Well-Known Member
Dec 3, 2015
123
107
(The following is (mostly) a copy-paste from our weekly public update post on Patreon! If you like what you see, consider supporting us!)

Hey everybody! Gonna be a lightweight update this week, since v0.36 development only just started, and I've gone straight into the biggest part of the update, which is the new NPC and cutscenes in the Summit.

I probably won't be talking too much about my work regarding those cutscenes, I'd rather keep it a secret for once you have v0.36 in your hands in about two months. I'm feeling very confident we can pull it all off this update, though - it's likely going to end up similar to the human camp, where I gradually add more detail to it throughout the next several updates, but I'm certain the most important parts of it will be finished in time for this update! I've got the outline of how everything should work, and I've started writing dialogue too, so it's coming along very well.
Aside from what I've been working on though, Orexius has redoubled his efforts and has been pushing out a lot of animations lately, specifically for the BE rework. The BE rework itself is actually functionally complete already, which is another thing I worked on this week - the movement debuff and time limit have been removed, and instead, Alicia's libido gradually fills while in BE, and touching enemies will instantly initiate an un-cancelable H-scene with them, while finishing an H-scene or masturbation will end BE - but a lot of the animations are missing the larger breasts, and are currently just using the regular non-BE animations, which is what Orexius has been working on. So far, he's already finished the idle animation, running animation (including stand-to-run and run-to-stand transitions), and stationary jumping animations - and he's been doing it all on stream, too!

If you want to watch him work his magic, or you just want to see some real big pixel titties, he's been streaming for a few hours almost daily on his picarto - https://picarto.tv/TheOrexius - I'd recommend giving him a follow so you can see whenever he goes live, though it's usually around 5pm EST. Alternatively, you can also join our public Discord server, and we send out notifications whenever he goes live! https://discordapp.com/invite/MveBYb2

For my part, I plan to get back into streaming too, as soon as I'm working on things that aren't writing. I'll keep you guys updated on that front - I've really been wanting to stream again lately, and I feel terrible about how many times I've said I was going to start streaming again but didn't follow through, so I want to make sure it actually happens this time, anxiety be damned.
Anyway, that's it for me this week! Sorry for the lack of anything visually exciting to show off. Maybe I'll do a post once we get a few more animations done, showing off a collection of 'em. Until then, feel free to take a look at the stream VODs if you want to see some of them though, or just hang around for a stream sometime! See you guys next week, hopefully with a more exciting update!
 
  • Like
Reactions: Lone Wolf115

Anon42

Well-Known Member
Dec 3, 2015
123
107
(The following is (mostly) a copy-paste from our weekly public update post on Patreon! If you like what you see, consider supporting us!)

Hey everybody, time for another weekly update! Sorry for not posting an update last week - if you checked our Patreon, the update we posted last week was basically "we're still doing the same things as last week and finishing those up", so there wasn't really anything to write about. This week though, as you can see, we actually do have a bit of visual stuff to show off - primarily, the 3 new Tentacle colors, and the new Flare Shot upgrade I listed in the update plans!

Flare-Orb-big.gif


The tentacle colors are pretty self-explanatory - much like the Warped Soldier recolors from last update, these recolored tentacles will show up in later areas of the game with increased damage. They won't have increased health, since they're not meant to take longer to kill, only to continue presenting a threat as Alicia's max health gets upgraded further and further. As always, these will NOT have new H-scenes associated with them; the color will be reflected in any H-scenes you get in with them, but they will be the same H-scenes as the normal purple tentacles.

The more exciting thing is the new Flare Shot ability, that replaces the Orbital Flares! So many people said the Orbital Flares caused issues for them, especially with entering H-scenes and having the flares kill enemies, so I decided to make it a more directly offensive ability fully in control of the player. After acquiring the first upgrade, tapping the Flare Shot button quickly will spawn a flare orb that rotates, shooting out two jets of flame automatically. It takes a chunk of your Flare Shot ammo to spawn one (not shown above due to debug commands being used), and only 2 can be active at any given time - but if you have a lot of dodging to do, or an enemy who's particularly stationary, they can be extremely effective at dealing some passive damage while you focus on other things. In addition to that, the first upgrade also doubles Alicia's natural light radius, so darker areas will be easier to see in.



Aside from those two things, we also pretty much completed the BE rework today! There's a few very small tweaks we still need to make, but honestly they're so small you might not even notice them, so at this point I can more or less just call it complete. Once more for those who may not know, the BE rework's goal was simple: remove the movement debuff from Alicia, so BE no longer prevents you from playing the game, and replace it with some other stuff. That "other stuff" is that enemies deal more damage when Alicia's in BE, touching an enemy will instantly start a BE H-scene with them, and while in BE, Alicia's libido will gradually raise over time. BE also no longer has a hard time limit - it ends after an H-scene, including Alicia masturbating, so once the libido meter fills and a forced masturbation scene plays she'll be back to normal. Aside from that though, she can move, fight, and platform around just as much as normal. Hopefully this will make BE a funner mechanic, not to mention making it easier to get your desired BE H-scene, if you're looking for a particular one!



Alrighty, that's all I have for this week - luckily a much better one than the past two, thanks again for being so patient with us during the slower parts of the update! I'm really happy with the pace of this update so far, we're getting things done a lot quicker than I expected. Anyways, thanks so much for reading and supporting, everyone! See ya in next week's update!
 
  • Love
Reactions: Lone Wolf115

Anon42

Well-Known Member
Dec 3, 2015
123
107
Is there going to be some way to keep the BE change if we want? Say an optional powerup/upgrade that can be turned on and off?
Yeah, most likely. It'll probably be a pretty late-game thing, or maybe even an unlockable "cheat" of sorts like classic games used to have, but now that BE has no movement debuffs I see no reason not to have a toggle you can unlock at some point.
 

Anon42

Well-Known Member
Dec 3, 2015
123
107
(The following is (mostly) a copy-paste from our weekly public update post on Patreon! If you like what you see, consider supporting us!)

Hey everybody! This week's update will be relatively short, I spent most of it talking to voice actresses to try and fill the role of the new NPC being added. I put out some casting calls, and the response has been enormous! I can't overstate how many talented actresses are out there in the NSFW scene; compared to our previous casting calls, it's taken much more time than I expected to talk to every one about CPE and the character, not to mention listening to demo reels and auditions, giving feedback, and more. I'd hire all of them if I could, the amount of talent on display is staggering, but I think we're narrowing down the options and I should be able to hire someone for the character pretty soon.

Mouse-Controls.gif


That's not all I did though, of course - I also spent some time on a few personal programming ideas I've been wanting to try (which went swimmingly, by the way, and once I get enough time I might be able to use them to upgrade Crisis Point's lighting engine a bit), and as you can see by the gif up above, I also started the process of adding mouse support to Crisis Point's menus! I've wanted to do this for a while, and after getting a comment recently from someone with a non-US keyboard, who had great difficulty rebinding their controls due to the different keyboard layout, I realized how much more important it was than I originally thought. Even though it wasn't in my original plans for v0.36, this update's development has been going well, and I wanted to see if I can squeeze it in - and at the very least, it's fully functional for the main menu, options base menu, and controls menu now! Note that this DOES NOT mean Crisis Point will be getting GAMEPLAY mouse support - I have no plans on adding mouse support to gameplay itself, ONLY menus, as many parts of the gameplay design of Crisis Point (8 directional aiming, no strafing, etc) would fall apart completely with mouse aiming. That being said, hopefully I can get all of the menus fully functional with mouse support by the time this update comes out. It feels pretty great to navigate them this way, not gonna lie!

Alright, that's all I have for you guys this week. Thanks for tuning in, and for continuing to support us! Ever since finishing The Great Rework™ it's really felt like we're picking up the pace, and I can't wait to see where we end up!
 
  • Like
Reactions: Lone Wolf115

Anon42

Well-Known Member
Dec 3, 2015
123
107
(The following is (mostly) a copy-paste from our weekly public update post on Patreon! If you like what you see, consider supporting us!)

Hey everyone! Sooo, small apology out of the way first - I only did any major work on one thing this week. You remember how last week, I mentioned I was doing some tinkering with programming ideas I've had, and that one of the things I tried might be usable in Crisis Point to upgrade our lighting, which I would try doing when I had time? Yeah well, turns out that time is now. I got too excited about the idea of a lighting engine upgrade and decided to dive straight into it the day after making that post. The bad news is that there were some issues in my original implementation, and the way Crisis Point's rendering worked was incompatible with the system, which meant that I had a lot of bugfixing to do and I had to rework CPE's rendering quite a bit. The GOOD news is.. well, just look at the pictures.

Lighting_4.png
Lighting_3.png
Lighting_2.png
Lighting_1.png

I'm still tweaking values, so it might look a bit different once the update comes out than it does here, but hopefully the images speak for themselves; it's far from the most impressive or complex lighting engine ever made, but it's a tremendous upgrade from our old lighting if you ask me. Even in the more subtle areas like the Deep Soil, I feel it adds a lot more to the atmosphere, and I hope you agree!

If you're at all interested in how the lighting works: I'll avoid getting too technical, but the old system was about as simple as you can get. After the rest of the game was drawn, I overlaid a dark, partially-transparent, slightly tinted rectangle over the screen, and then any sources of light would "cut out" parts of that rectangle to prevent those areas being covered up by the dark layer. The system certainly worked for making an area darker, but because the entire overlay is one single color overlaid on top of the game, the overall effect is kind of drab and monotone. It doesn't care what color the original pixel was, everything is darkened towards the same color. NOW, we use a relatively similar concept, except instead of just overlaying a dark rectangle and cutting parts out, I use a shader to multiply the colors of each individual pixel based on the colors I want the area's darkness to have - so for example, in the Catacombs, it emphasizes the blue and red while reducing the green, to give everything a dark purple tint. This creates a MUCH wider variety of colors on screen, since it creates the new color based on what the old color was, making every scene more vibrant and interesting - especially darker scenes, like the Catacombs.


So like I said before, that's all I really worked on this week (outside of small things like continuing to find an actress for the new NPC). Sorry if you were hoping for a bigger update, I just got excited about the idea of a lighting engine update and I had to work on it :' ) It's not quite done yet, I have a lot of tinkering I need to do to make sure EVERY area looks good, but even though it took more work than I hoped it would, I'm really happy with the way it came out, and I hope you will be too!

That's it for me this week, everybody! Thanks so much for supporting us, and for letting me indulge in a not-strictly-necessary-but-exciting-(at-least-for-me) update like this one. I'll do my best to make sure there's more to report on next week, and hopefully this little detour won't push the update back at all - I'll keep you in the loop on that one as we get further in the month. See you in next week's update!
 
  • Like
Reactions: Lone Wolf115

Anon42

Well-Known Member
Dec 3, 2015
123
107
(The following is (mostly) a copy-paste from our weekly public update post on Patreon! If you like what you see, consider supporting us!)

Hey everybody! This week's update is gonna be on the small side, and there are no visuals. To be honest, we kinda blew our load in regards to showing stuff off for this update cycle; most of the stuff we have left to do won't really result in anything fun to show off. Sorry about that.


The majority of what I did this week involved continuing work on the things I've talked about in the past few weeks - implementing mouse support for the menus, fixing more issues with the new lighting engine, and continuing work on the new NPC and cutscenes. Since it's not particularly interesting, I won't get into detail on any of those except to say that they're going well.

Aside from that, I also went ahead and implemented recolor variants on the Warped Sentries, to go along with all the other enemy recolors. I think the majority of enemies have recolors now, so thankfully I'll be done with that before long.

Some of you may have noticed Orex hasn't been streaming lately and that's because he's been working on the NPC animations we need for this update, which are aaaaalmost done! I think I might have mentioned it before, but just to make sure everyone knows, there ARE NO H-SCENES with the new NPC this update. They'll get H-scenes eventually, but not in this update, so please don't expect any - we had our hands full animation-wise with the BE rework, cutscene animations, and finishing the Lurker BE climax scene.

Kuso has been working hard on the next CG rework, which will be for the Warped Soldier paizuri scene this time. I also wrote the outline for the Poison Alraune CG this week, so hopefully if Kuso's work goes smoothly, we should be able to include that CG in this update, too!


Alright, that's about all I have this week. Sorry if the update is disappointing at all, but right now we're mostly just heads down working on things that need to be done, even if they aren't exciting. The rest of this update cycle is likely going to be very similar, but I'll try to at least get you guys some CG previews or something to hopefully keep things a little more interesting. Either way, thank you very much for your patience and support, and I'll see you in next week's update!
 
  • Like
Reactions: Lone Wolf115

Anon42

Well-Known Member
Dec 3, 2015
123
107
(The following is (mostly) a copy-paste from our weekly public update post on Patreon! If you like what you see, consider supporting us!)

Hey everyone. Like I said in the last weekly update, most of what I have left to work on isn't particularly exciting to show off - I'm mostly spending my time continuing work on the things I talked about in PREVIOUS weekly updates, like the new lighting system (which still has a few kinks to work out), the cutscenes and new NPC, and mouse support for the menus.

Soldier-1s.png


First off, here's the one fun thing I DO have to show off this week - the Warped Soldier CG rework Kuso finished up recently. This is the first image in the set, and the full thing will be available with v0.36 once it comes out.

Aside from that, here's a general status update on all of the things I'm still working on for this update.
-I have almost everything I need to get the cutscenes fully implemented (will likely only take a day once I have all the parts), so thanks to the efforts of our voice actors and Orexius on animation, those will definitely be in this time.
-Mouse support will be complete for the options menus specifically, but possibly not in the rest of the menu, as we're getting close to the deadline and I'm starting to prioritize what I really want to get done in time.
-The lighting engine should be in acceptable enough position before long. I haven't done extensive testing on performance, but I think the new lighting engine is a bit more demanding than the previous one, so I want to do a bit of optimization on it and possibly add in some menu options for lowering the complexity on particularly weak computers. I don't think I'll have menu options in this update, but I'll be able to do those optimizations at least, and I believe it will be enough that if your computer ran previous versions of the game well, it shouldn't be any different.
-I can't remember if I mentioned it before, but the BE rework is basically done at this point, there's just a few minor tweaks I have to make to the animation system to accomodate some of the BE animation variants that have extra frames for the sake of jiggle.

All in all, it's unlikely that I'll have time to add more areas to explore in the Catacombs (I'm really sorry that keeps getting pushed back further - it's my focus 100% in the next update if it doesn't happen this time), BUT I'm also pretty confident I can get the update done this month and not have to delay it majorly. Anyway, that's about all I have to say for this week - sorry again for the boring update, and you can probably expect another similar one next week, just with everything a lot closer to being finished. Game dev can't always be glamorous unfortunately :' ) Thank you very much for sticking with me everyone, and I'll see you in next week's update.
 
  • Love
Reactions: Lone Wolf115